- An albino! Tall and lanky as far as ratfolk are concerned. Covered in shaggy white hair which frequently knots complimenting beady red eyes, often covered in dirt and grime from his last adventure. Commonly seen with a loaded bandolier covering his chest, sword at his side, and bow slung over his shoulder. A proud, confident smile usually adorns Bixby's long rat-snout.

- Brave, courageous, ambitious, and tiny. Bixby never gives up hope and always has a never-say-die attitude. Friendly to all first, gives everyone the benefit of the doubt. Treats everyone as equals, and expects the same of him. Extremely loyal to his family. An eternal optimist at heart.

- Bixby looks down. The same weathered planks from whence everyday he leaves his floating ramshackle shed of house, these same planks glare up to him. From beneath the claws of his feet, the same dank, musty smell, of stale seaweed tickles his olfactory sense in the same familiar manor. Bixby is quite used to it by now, and whenever he encounters a similar aroma elsewhere it always reminds him of home, but today not so much. And from this home, he begins to casually walk away, hopping from plank to plank. As a little puff, this used to be a game, but now it is just another dull sequence of his days as of late. But this time is a little bit different, this time Bixby is going to the Dunn Wright Inn.

- The Luch clan is in quite the disarray, due to the death of Bixby's grandmother, Anita. She gave direction to the clan, a true pillar of strength and knowledge, but most importantly was in charge of running the Luch Alchemy business. Now that she is gone, family in-fighting filled the days and nights, and Bixby has seen enough. For him, it's time to take charge of his own life, and avoid descent into the rat trap called the family business. And as many have done before (and as many will do after) he is going to the famous Venzan tavern, in search of the adventuring life. Upon leaving with his brothers and sisters, Bixby took his adored grandmother's mantra with him: "Death is not a time for sadness, but an opportunity to celebrate life!"

-Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

+1d6

-If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
-The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
-With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
-The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Level 1 Feat (CR)

-You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

-Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

-Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

+1d6

-If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
-The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
-With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
-The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

+1

-A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Shortsword

-At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

-You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rogue 1 Feat (Core Rulebook)

-With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Combat Trick (Core Rulebook)

-You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.